#version 130

uniform mat4  MVP;

// Vertex attribute names are hard coded in the engine
in vec3 Position;
in vec3 Normal;
in vec2 Texture;
in vec3 BonesWeights;
in vec4 BonesIndexesAndTextureNumber;

out vec2 TexCoord;
out float Light;

void main()
{
	gl_Position = MVP * vec4(Position, 1.0);
	Light = Normal.x; //Only terminator
	TexCoord = Texture;
}
